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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
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Articles 6,972 Documents
Pembangunan Persiapan ISO 9001:2015 Pada Sistem Manajemen Mutu Rumah Sakit Berbasis Web (Studi Kasus : Rumah Sakit Umum Daerah Gambiran Kota Kediri) Dimas Raynaldo Dwi Putra; Faizatul Amalia; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 12 (2020): Desember 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

ISO certification is one of the certifications that have become the standard for Gambiran Kota Kediri Regional General Hospital (RSUD) related to service quality assurance services. RSUD Gambiran Kota Kediri wants to change the ISO 9001: 2008 certification to ISO 9001: 2015 to improve the quality management system. Problems in Gambiran Hospital related to preparation for ISO 9001: 2008 certification are documentation management. Many documents are difficult to find and search documents. While these documents can be used and needed at any time. The funds allocated for ink and paper are also fairly small allocated. The next problem is the distribution of documents by giving to each related unit. The distribution process that is still done manually like that will take a lot of time and effort. In this study, a simulation system for the preparation of ISO 9001: 2015 certification was developed that is expected to help debate that takes place at Gambiran Hospital. System development is done by using a waterfall. Software testing is carried out using five tests, including integration testing and unit testing with the white-box testing method, for testing using the black-box testing method, namely validation testing, compatibility and usability testing. Unit testing concluded six test cases in the form of results, namely valid status and integration testing concluded two test cases with valid status. The validation test concluded that the results of 94 test cases with the status of all test cases were valid. Compatibility testing shows browsers that work on the system. Usability testing produces a score of 78.75 which indicates the system can be accepted by the user.
Implementasi Fault Tolerant System Menggunakan Metode Self-Purging Redundancy Pada Sistem Pendeteksi Kebakaran Irfani Fadlan; Rakhmadhany Primananda; Wijaya Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fire can occur anytime, anywhere and it cannot be predicted. When this disaster occurs, it can cause material, non-material loss and even cause casualties. Current fire detection systems ranging from flame detectors and even sprinklers can detect signs of a fire. But when there are component errors, the system cannot function as it should. System failures can occur when these errors continue continuously. The application of fault tolerant systems with hardware redundancy techniques is the solution for the problems above. Self-purging redundancy is one of the methods found in hardware redundancy. This method is applied by reducing the microcontroller data processing MQ-2 gas sensor, KY-026 fire sensor and LM35 temperature sensor. Using I2C communication data is forwarded to the switch and collected in the voter to be voted on with the majority vote logic. The result data of vote is used by the system as a determinant of the fire conditions and displayed on the LCD, then the voter returns the results of the vote to the switch for validation of a failed module. If a module failure is detected, the module will be removed from the system. From testing, the system successfully operates correctly in accordance with its functions and successfully performs fault masking, detection and location and recovery when the 3-module scan fails. Increased system reliability by 16.17% from 83.51% to 99.68%.
Evaluasi Usability pada E-Learning Menggunakan Metode Human Centered Design dan Usability Testing One Click Service SMK PGRI 3 Malang Erfan Yuono; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK PGRI 3 Malang is one of the vocational vocational high schools that has utilized information technology in its learning and learning activities. The LMS One Click Service that was developed is often used by students to view data from educators, see the results of learning scores, and thefeature online drive that is very often used by students. From the data collected by researchers on students by conducting interviews, there are still problems with the application of thisLMS One Click Servic . The problems found were on thefeatures website One Click Service, among others, lack of detailed menu explanation, untidy button placement, and lack of explanation on the menu, the content displayed on themenu is one drive still one, thus hindering student performance. In this study, the authors used themethod Human Ceneterd Design for makingproposals design interface, and themethod Usability Testing for evaluating the design proposed interface. The success parameters are divided into 3 aspects, namely the aspects of efficiency, effectiveness, and satisfaction. The results of the test using the efficiency aspect, the effectiveness aspect, and the satisfaction aspect are as follows, the efficiency aspect increased by 36%, the effectiveness aspect was divided into 3 aspects, the success aspect got an average of 67.2%, Non Critical Error 23.3 % and Critical Error of 9%. Then on the satisfaction aspect, it gets a score of 81.5 with thecategory Acceptable
Pengembangan Sistem Rekomendasi Musik berdasarkan Waktu berbasis Android Dwi Yovan Harjananto; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In modern era, music has become an integral part towards many people, especially to accompany their daily activities. Further technological advancements such as the internet has affected and made easier the distribution of music for music affocionados. However for some, too many music in the distribution resulted in them having some difficulty in finding the one that suits their preference. Therefore, there exist a need for a system where music are grouped to small groups based on specific criteria-such as genre-and then recommending those to the user to ease their search. In realizing such system, the researcher conducts a research to develop a genre-based music categorization system. This recommendation system is developed as a mobile-based application in the Android operating system, where music that are recommended is based from surveys from scholars as well as using forward chaining algorythm. The system will recommend music within a databse in the form of playlist that is further segmented into the time of the day. Blackbox testing of the system is done with the intention to test the accuracy percentage of system's primary function. System Usability Scale test done to the system is also to measure the usability of said system, taken from testing the system to users directly.
Pengembangan Sistem Pembelajaran HTML dan CSS dengan Konsep Gamification berbasis Web Anjumi Kholifatu Rahmatika; Fajar Pradana; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The selection of appropriate learning methods in an effort to increase student motivation is very important. Learning in online classes facilitates higher and better levels of learning in aspects of innovative and critical thinking. However, online learning cannot always ensure that students will remain active in completing their learning. The percentage of internet usage in Indonesian society shows that 46% of users tend to use the internet to play games. Games are becoming an increasingly important part of entertainment and are able to produce positive experiences. Thus by learning to use the concept of the game, users will get increased learning motivation and positive experiences. Gamification is an approach developed to increase learning motivation and student involvement in carrying out such learning by incorporating game design elements in non-game concepts. A survey conducted by the World Economic Forum, resulted that one of the promising job in 2020 is a software developer. There are several types of software developers, one of which is a frontend web developer. To learn the development of a frontend website, it can be started from learning HTML and CSS. By this HTML and CSS Learning System with Gamification Concept, it is expected that the user's desire to learn can be increased. In this system there are main features, namely mission work, carrying out challenges, purchasing items and leaderboard. This system was developed using a waterfall model resulted 38 functional requirement and 1 non-functional requirement. The system implementation is done using the PHP programming language, HTML, Javascript, codeigniter and bootstrap framework. On this system, Functional requirements testing was conducted by unit testing and integration testing using the white box testing method as well validation testing using the black box testing method. The result of functional requirements testing is 100% pass. Non-functional requirements testing is done using the SUS method resulted a final score of 71, which means this system belongs to the "Acceptable” category.
Pengukuran Kualitas Website Program Studi Sistem Informasi Universitas Brawijaya menggunakan Metode WebQual 4.0 dan Importance and Performance Analysis Aditya Evan Yudistira; Buce Trias Hanggara; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 10 (2020): Oktober 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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In the Information System Study Program of the Faculty of Computer Science, Universitas Brawijaya, website is one of the facilities developed by information system study program in providing information to their students. In order to maintain the quality of education by providing qualified facilities, and part of managing quality assurance, it is necessary to measure the quality of the website that has never been done before, this measurement is carried out using the WebQual 4.0 method in which there are three dimensions, the dimensions are information quality, service interaction quality , and usability, this method is carried out to find out whether the current performance of the website meets the interests or expectations of users. In supporting the measurement, the IPA method, conformity analysis and gap analysis are also used. The IPA analysis is carried out to find out which attributes on which dimensions require more attention to be prioritized for improvement. The results of the analysis conducted on data taken from 99 respondents showed that there were no attribute included in the first quadrant (high priority) but there were seven attributes included in the third quadrant (low priority) so these attributes that must be considered even with low priority. Other attributes do not have priority in improvement because they already have good performance and should be maintained for quality or even those that have excessive performance.
Evaluasi Keamanan Informasi pada Dinas Komunikasi dan Informatika Kabupaten Kediri dengan menggunakan Indeks KAMI Janet Wulandari; Yusi Tyroni Mursityo; Widhy Hayuhardhika Nugraha Putra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Untuk dipublikasikan di Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK)
Pengembangan Sistem Informasi Keuangan Operasional Masjid Ibnu Sina Malang menggunakan Metode Iteratif Aldiransyah Rizky Putra; Ismiarta Aknuranda; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 3 (2021): Maret 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ibnu Sina Mosque is one of the mosques located in the city of Malang. Just like mosques in general, the Ibnu Sina Mosque has a function as a place of worship, preaching, social activities, education and others. The Ibnu Sina Mosque is also a form of non-profit organization in which financial management is needed in implementing the operational functions of the organization. However, there are problems that occur when carrying out operational financial management in the Ibnu Sina Mosque. The data collection of financial reports that is still done manually means that the process of making reports takes quite a long time, then the data collection for spending on mosque needs is less recorded and inefficient, and the financial reports that are recorded are less detailed so that it risks causing misuse of funds. Based on the problems described earlier, a thesis project was carried out which aims to develop a web-based financial management information system that helps in conducting the operational finances of the Ibnu Sina Mosque. The method used in this development is the iterative method which produces two iterations. There is an outer iteration that focuses on problem analysis and needs analysis and an inner iteration that focuses on system design and implementation. This development is carried out using PHP programming language and the Laravel framework by applying an object-oriented approach. Then the system testing is carried out using validation testing methods and usability evaluation. The validation test results in all functions in both iterations being valid and usability evaluation results in a completion rate of 95.45% in the first iteration and 100% in the second iteration, the overall relative efficiency yields a value of 94,1% in the first iteration and 100% in the second iteration, and result in a SUS value of 70 in both iterations.
Pengaruh Model Mobilitas Terhadap Konsumsi Energi Protokol Routing Optimized Link State Routing (OLSR) Pada Mobile Ad Hoc Network (MANET) Hans Romario Sitorus; Primantara Hari Trisnawan; Achmad Basuki
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 1 (2021): Januari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile ad hoc Network (MANET) is a dynamic communication network that can exchange information wirelessly by mobile nodes. This study is using Optimized Link State Routing (OLSR) as a protocol routing which is a proactive routing protocol. The main characteristic of a proactive routing protocol is a protocol that continually updates toward network topology changes by exchanging topology information at each node continuosly. This causes the proactive protocol requires high power. The mobility of mobile node on MANET also has several models including Random Waypoint, Random Walk, and Random Direction. With the nature of OLSR routing protocol that requires high power and the characteristic of mobile nodes on MANET networks that have limited power, it is necessary to know the influence of mobility models on energy consumption to build a MANET network with OLSR routing protocol efficiently. The testing scenarios in this study use two scenarios, which are based on the mobility models and based on the number of nodes. In the total energy consumption scenario with 20, 40, 60, 80, and 100 number of nodes and with Random Waypoint, Random Walk and Random Direction mobility models shows that the total energy consumption on Random Waypoint mobility has a significant difference compared to other mobility models. This is indicated by the percentage of total residual energy on Random Waypoint is 17.48% while Random Direction is 21.36% and Random Walk is 21.05%. In the average energy consumption scenario, each mobility model has increased the average value of energy consumption as the number of nodes increases with the number of nodes scenario of 20, 40, 60, 80, and 100 nodes. But in the Random Waypoint model, there is a decrease in average value of energy consumption from 791.941523 Joule at 40 number of nodes to 766.603226 Joule at 60 number of nodes. Whereas for the Random Walk and Random Direction mobility models, there was no decrease in the average value in any number of nodes scenario.
Perancangan Dan Implementasi Sistem Pola Berjalan Pada Robot Hexapod Menggunakan Metode Inverse Kinematic Abdullah Asy Syakur; Rizal Maulana; Eko Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are many types of robot as a helper device, such as legged robot. This legged robot has the ability to crawl and walk even on a terrain which can't be reach by other vehicle. There are many contest of firefighter robot for legged robot. Six legged robot (hexapod) is the most often to use in robot competition because of it's walk stability is better than any other legged robot. This research using hexapod which each leg has 3 DOF of servo. The walking gait of hexapod are calculated using inverse kinematic to generate the motion angle of servo on each DOF. Each DOF on this hexapod are build from Dynamixel AX-12 servo, and Arduino as the processor of the inverse kinematic calculation. Input of inverse kinematic based on coordinate of “end-of-effector”. The generated angles are sent to each servo in motion data format, so the end of effector can move to the expected position. There are 4 step in one cycle walk of a leg, the position of each step are calculated with inverse kinematic. The accuracy test shows that the end of effector has 3.51 % of mean error. The accuracy test of straight-walk-accuracy test shows that hexapod has 7.14 % of mean deviation error on average speed 17,27 cm/second. While the side walk test result has 3.76 % of deviation error on speed 14.27 cm/second

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